Thanks JCL, sorry for not being more specific with my question.
The problem I am having, is that I do not want to store or process a view, but
a separate map based on the object the shader is attached to. I then need to
process this buffer in a subsequent pass and blend it back with the objects
color map.
I have read that usually the vertex shaders "Color" output semantic can
designate output to a certain render target, ie ":Color1. However, It seems
this only works in game studio when the render target is attached to a view
for post processing.
Is there a method of creating one or several render targets (MRTs), for the
output of a vertex shaders pass that can contain anything I design the vertex
shader to write to it (such as a particle rendering based on the objects UV
map)?
Thanks again for your time.